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Sauerbraten 2006-02-27 release

by Aardappel_ on 02/27/2006 10:31, 98 messages, last message: 08/26/2006 00:09, 73824 views, last view: 05/03/2024 22:40

A new release! get it from:

http://sourceforge.net/project/showfiles.php?group_id=102911

The changelog:

# added Fanatic's new soundtrack! 15 2 minute tracks, played at random in sequence (they were meant to "connect"), an endlessly varying song! :)
# experimental gameplay feature: the health boost / megahealth now only gives you +10, except it is permanent to your maxhealth for this game, as opposed to just health.
# experimental forward push on jump. Let me know if this is cool..
# text particles can now be any size, and now show the player's name permanently in 3d as well as any chat
# made T default key for multiplayer chat again, Y is now default for texture edits.
# frags now persist across disconnects
# fixed hellpig bounding sphere
# added menu page scrolling
# "sleep" command now supports multiple timers
# "music" command can now execute commands when a song is done playing
# optimized material rendering by grouping into larger surfaces (toggled by "optmats" var)
# many tiny tweaks to the multiplayer gameplay
# "maxfps" var for limiting fps
# "showmat" var for rendering invisible materials and selecting materials in edit mode
# edited cubes default to fullbright until calclight/patchlight
# added coopedit support back in | no map uploading yet...
# rewrote physics to be closer to the original Cube physics

I will make seperate threads for each new release from now on. It'd be good to have discussion on specific releases in seperate threads.

Enjoy!

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#21: ..

by SilentFox2000 on 02/28/2006 01:38

Awsome job! :)

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#22: Re: ..

by Aardappel_ on 02/28/2006 01:44, refers to #18

Makke, the fact that it is permanent is the whole point of the powerup. Wouldn't be much of a powerup if it added +10 just once? (it was +75 before). It adds some strategy to the otherwise non-persistent idea of an FPS.

lowwwman: next release will have a windows installer, and no, it would not make it any smaller than the current archive.

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#23: PATCH: fixes "dropent"

by Aardappel_ on 02/28/2006 01:44

if you do any serious editing with this release, get the patch from the files section. Otherwise identical.

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#24: ..

by makkE on 02/28/2006 03:14

We been testing.

The server was weak, I was master, so I kicked someone off.. didn´t know he´s banned for 4 hours now :(
Maxclients didn´t seem to work. Can´t find it in the docs either.. is it not yet in sauerbraten?

If you read this bmwboy, I am really sorry, didn´t have in mind you´d be banned from that server for 4 hrs..

Also, it would be cool if you were able as master to pass it to someone else.
If you play with ppl you know, you´d probably like to pass it to someone you trust rather than to some random newbie.

When I was master, all names on my scoreboard were green is this intentional? Other players only saw me in green.

Gameplay: Turned out to be all fun. Health Bosst seemed to be fun too.

Aard I didn´t mean it adding it only once, I meant rather than spawning with your max again to spawn with 100 but be able to max out with health pickups.

But after some testing it seems to work just fine. Was fun to be racing for it.

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#25: ..

by _Fanatic on 02/28/2006 05:04

Thanks for the compliments on the music, much appreciated.

I downloaded the new engine cut and man is it looking sharp!

Those RPG maps are just amazing looking. I couldn't believe how much stuff I was able to see and still maintain super high frame rates, especially from the top level of the giant castle in the first map. Just awesome.

I'm also pretty happy with how the music worked out, it fit pretty well with all of the Sauer maps. :)

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#26: ..

by vcatkiller on 02/28/2006 05:23

http://vcatkiller.is-a-geek.net/files/screenshot_8864.jpg

Interesting. I seem to be getting this texture smearing on every single map. Not sure what's goin on.

In case that link above doesn't work, it's a smearing effect that stretches across the whole surface of a wall. It's like a texture stretching effect. It's like the first line of the texture stretched across the whole entire surface. (or something like that)

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#27: Re: ..

by Aardappel_ on 02/28/2006 05:51, refers to #24

I think if you spawned with 100, the advantage would be too low, as finding health is a bit of work, and in a hektic game its easy to get killed quickly.

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#28: ..

by Passa on 02/28/2006 09:13

vcatkiller:
that is a bug with the nvidia 8 series forcewares in both windows and linux. try the last version in the 7 series drivers. (i use 77.72 with no problems).

aardappel:
the healthboost is good please dont consider changing it! also, it seems the new physics (which are great) dont work well with some maps, one of which is killfactory. it is hard to navigate around. also, is it possible that the map can be chosen before load with a command line argument?

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#29: ..

by makkE on 02/28/2006 12:57

Aard you´re right, after testing I do agree. I always tend to forget how fast it really is, when I check out stuff alone :)

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#30: Re: PATCH: fixes "dropent"

by mitaman at dark cave on 02/28/2006 15:22, refers to #23

Aard,

Thanks, I grabbed the patch and will try it tonight.

MitaMAN

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#31: Configuration

by Kripton on 02/28/2006 15:33

Hello!
How do I configure things like my playername and such? How does the "autoexec.cfg" have to look like?

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#32: Re: Configuration

by Kripton on 02/28/2006 15:43, refers to #31

Well, got it =D

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#33: clip brushes are visible in edit mode now :)

by stinky taco on 02/28/2006 17:37

Aardappel_,

Your team also made so that the Clip brushes have a cool red alpha masked texture around them in edit mode!
this is wonderful! thank you very much for this!
I plan on using lots of clip blocks in upcomeing maps, to make collision hulls for some of my meshes :)

can you guys make a special clip block that casts shadows also?... just an idea, would make collision hulls around meshes so that they would cast a nice shadow :)

thank you and the Sauerbraten team for this great game engine!

:)

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#34: Re: PATCH: fixes "dropent"

by MitaMAN in the cave on 03/01/2006 01:27, refers to #30

the patch works fine, thanks so much.

MitaMAN

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#35: pistol

by -Thomas- on 03/05/2006 15:08

I'd like to report the pistol as a bug. It's the most useless and annoying starting weapon I have encountered in *any* FPS! It's not powerful enough at all. This wouldn't be such a problem if it fired more quickly, but this is not the case. As far as I know, many people want to get rid of it. Who shares my opinion?

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#36: Re: pistol

by MitaMAN in the cave on 03/05/2006 16:25, refers to #35

Sorry, I don't share that opinion. I rather like it the way it is. In fact I wish there was a mode in multiplayer where the only weapon you get is a pistol, (but not instagib).

I find it's great fun to shoot someone multiple times just to watch the pain animations. All the other weapons are already powerful in their own way. I think it adds to the gameplay to sometimes be stuck with a "weak" weapon, perhaps more so in single player maps.

Just IMHO - MitaMAN

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#37: Re: pistol

by spentron on 03/05/2006 19:23, refers to #36

I think it gives to much ammo to the pistol, in case the mapper wants some fist action.

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#38: Re: pistol

by pushplay on 03/06/2006 02:11, refers to #37

Personally I think the pistol encourages spawn camping.

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#39: axe

by stinky taco on 03/06/2006 03:32

I rather start with and Axe or machete!!
and rightclick in meelee mode dose a jump kick insted of just jump :p

plus a speed increse when useing meelee weaponds!!

Haaaai yaaa!

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#40: Re: pistol

by Aardappel_ on 03/06/2006 04:13, refers to #35

the pistol is a fast but underpowered railgun :) It is more powerful than the typical quake shotgun, as it is more precise, otherwise it has similar stats.

I personally find it satisfying to use, even though I know that if I engage someone with any other weapon he is at an advantage. And so he should be. It's a starter weapon.

Spawn camping... there may be some of that, but then again that is your reward for surviving instead of dying. Cube's biggest problem was that there was no incentive for surviving, and thus getting armours etc: the #1 strategy for getting max frags was to run at other players immediately. That does not make for and interesting game. Sauer is more balanced, tactically.

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